The RenderMan Interface - Paul Bourke
The RenderMan Interface - Paul Bourke
The RenderMan Interface - Paul Bourke
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<strong>The</strong> sequencenumber is the integer light handle defined in a LightSource or AreaLightSource<br />
request.<br />
EXAMPLE<br />
LightSource ”main” 3<br />
Illuminate 3 0<br />
SEE ALSO<br />
RiAttributeEnd, RiAreaLightSource, RiLightSource<br />
4.2.4 Surface shading<br />
<strong>The</strong> graphics state maintains a current surface shader. <strong>The</strong> current surface shader is used to<br />
specify the surface properties of subsequent geometric primitives. Initially the current<br />
surface shader is set to an implementation-dependent default surface shader (but not ”null”).<br />
<strong>The</strong> <strong>RenderMan</strong> <strong>Interface</strong> includes six standard types of surfaces: ”constant”, ”matte”, ”metal”,<br />
”shinymetal”, ”plastic”, and ”paintedplastic”. <strong>The</strong> definitions of these surface shading procedures<br />
are given in Appendix A, Standard <strong>RenderMan</strong> <strong>Interface</strong> Shaders. <strong>The</strong> parameters<br />
controlling these surfaces are given in Table 4.8, Standard Surface Shader Parameters.<br />
RiSurface ( RtToken shadername, ...parameterlist...)<br />
shadername is the name of a surface shader. This procedure sets the current surface<br />
shader to be shadername. If the surface shader shadername is not defined, some<br />
implementation-dependent default surface shader (but not ”null”) is used.<br />
RIB BINDING<br />
Surface shadername ...parameterlist...<br />
EXAMPLE<br />
RtFloat rough = 0.3, kd = 1.0, width = 0.25;<br />
RiSurface (”wood”, ”roughness”, (RtPointer)&rough,<br />
”Kd”, (RtPointer)&kd, ”float ringwidth”, &width, RI NULL);<br />
SEE ALSO<br />
RiAtmosphere, RiDisplacement<br />
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